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e28883de
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2020-01-25T23:25:43
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Vulkan: Fix handling of inactive fragment outputs
These were never assigned a location. They are now removed by the
translator similar to other inactive variables.
Bug: angleproject:4313
Change-Id: I3398d06e1dea3f43b84f206cca07cde5b44b21a8
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2021734
Reviewed-by: Tim Van Patten <timvp@google.com>
Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
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453926f5
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2020-01-19T14:49:32
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Vulkan: Remove inactive shader inputs in the translator
Inactive vertex attributes are harmless to remove. Between two
consecutive stages, the input varyings must be a subset of the previous
stage's output varyings. This means removing inactive input varyings is
also harmless.
Removing inactive output varyings is not possible though. GLSL allows a
varying to not be written by the previous stage even if it's used in the
current stage (values will be undefined, but it's not an error). This
means that an inactive output varying may still need to exist as part of
the shader interface in case the following stage has that varying as
input (and is active).
Bug: angleproject:3394
Change-Id: I7302973d2b8356d9f54a66f8259c32f245a99904
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2009986
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Tim Van Patten <timvp@google.com>
Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
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135f8fcb
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2020-01-13T16:18:41
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Vulkan: Remove inactive uniforms in the translator
By removing inactive uniforms in the translator, glslang wrapper doesn't
need to comment them out. Additionally, inactive uniforms don't find
their way in the default uniform block, reducing its size if there's a
mix of active and inactive uniforms.
As collateral, it also fixes a bug where inactive uniforms of struct
type were not correctly removed by glslang wrapper.
Bug: angleproject:3394
Bug: angleproject:4211
Bug: angleproject:4248
Change-Id: I874747070e875fe24bf59d39d1322e319e280a16
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1999278
Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
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a5dd3888
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2019-12-04T14:31:57
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Vulkan: fix handling of inactive atomic counters
The translator emulates atomic counters with a storage buffer array
during translation to Vulkan GLSL. Glslang wrapper then should assign
set/binding to this buffer. However, if the atomic counters are
actually unused in the shader, this assignment is never done.
This change adds a small tree transformation for Vulkan that removes any
uniform or interface block declaration that's not active. In
particular, this makes atomic counter emulation a no-op if no atomic
counters are used. It also has the benefit of not requiring glslang
wrapper to remove such inactive resources.
Bug: angleproject:4190
Change-Id: I286c199854ec2379558ad1ec48b4d2c4bf5544d0
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1951523
Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
Reviewed-by: Courtney Goeltzenleuchter <courtneygo@google.com>
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